Boshaw's various client mods

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Re: Boshaw's various client mods

Postby burgingham » Wed Dec 07, 2011 4:26 pm

I think I understood that. Interesting.
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Re: Boshaw's various client mods

Postby boshaw » Thu Dec 08, 2011 9:03 pm

Update: Customize rendered tile colors (tonky)
Note: This isn't 1 to 1 changing colors, it's more or less blending with the colors of the texture given to us in the .res files. So if you make a tile RGB(255,0,0) that doesn't mean it's gonna be full red.
Note: I didn't upload the updated default client because i have a weird bug that appeared that basically makes your character invisible(you can notice it in the first pic), i'm not sure why it's happening so i won't be uploading that till i fix it :/
github for Ender is updated and haven.jar for ender is updated

You have to redownload misc.rar for tilec.conf


tilec.conf format:
TILE_ID_NUMBER[0-255]=RED[0-255],GREEN[0-255],BLUE[0-255],ALPHA[0-255]
Ex:
Code: Select all
1=255,255,255,255


Known TILE_ID_NUMBER to names: ( I'm missing id=2 apparently )
Code: Select all
WATER_DEEP       = 0;
WATER_SHALLOW    = 1;
BRICK_RED        = 3;
BRICK_YELLOW     = 4;
BRICK_BLACK      = 5;
BRICK_AQUA       = 6;
BRICK_WHITE      = 7;
PAVED            = 8;
PLOWED           = 9;
FOREST_1         = 10;
FOREST_2         = 11;
THICKETS         = 12;
GRASSLANDS       = 13;
HEARTH           = 14;
MOOR             = 15;
SWAMP_1          = 16;
SWAMP_2          = 17;
SWAMP_3          = 18;
MUDFLAT          = 19;
SAND             = 20;
INSIDE_HOUSE     = 21;
INSIDE_HOUSE1    = 22;
MINEHOLE_ENTRY   = 23;
MINE             = 24;
CAVE             = 25;
MOUNTAIN         = 26;
NULL             = 255;


Note: If you just want to use it to make a difference between the two forest tiles edit your tilec.conf so that :
Code: Select all
11=255,255,255,255

equals:
Code: Select all
11=200,200,200,255


that'll change the color of it enough to make a noticeable difference (you can see it in the picture #3 at the bottom of this post)

If you want to restore to default: make the rgba all 255 or alternating remove the line from the tilec.conf

When editing alpha and then running it you might notice weird transitions between tiles or even lines (like a grid) going through them if the alpha is low enough.
->I'm not sure where the lines come from but they really only appear once you lower the alpha of a tile to like 120s and below (see pic #2 for example of the lines (forest))
->Weird transitions are a side effect of making one tile too transparent and thus its transitions onto other tiles are basically gone due to how transparent it's and you'll notice a more box/grid-like tile system rather than something with nice transitions to make it look decent (see the very last pic for an example of this)



default:
Image

random weird colors: ( lines example )
Image

more random colors:
Image

to much alpha:
Image
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Re: Boshaw's various client mods

Postby Tonkyhonk » Fri Dec 09, 2011 1:53 pm

thank you so much! boshaw <33333
now i have to figure out how to install it and use it and all... :oops:
ill work on it when i get my next day-off ;)
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Re: Boshaw's various client mods

Postby Tonkyhonk » Fri Dec 16, 2011 5:00 am

im so pleased with the result :D tysm for your help, boshaw!
forest tiles.JPG
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Re: Boshaw's various client mods

Postby 1John5vs7 » Sun Jan 01, 2012 11:37 pm

boshaw wrote:
Radenk wrote:Excuse my ignorance, but how do you implement all of this into Ender's client?

1. goto each github link
2. copy/paste in all the green lines (lines added to the file) to your source file
delete the red lines (only if it applies to your soruce)
3. compile via ant or w/e you use
4. use dat haven.jar in your folder


Ok, you are using language here that is Greek to those of us with just standard exposure to computers and software: i.e. what you'd get working a customer service job where you're expected to know how to run Office software, do basic data entry, word processing etc.

Would you mind writing up how to do this in a step by step guide? If you don't want to do it for free, I'll wire you money on PayPal to do it if that's what it takes. I just want to get my game running more smoothly with the added functionality, music, etc.

If this has already been done and stickied in a thread somewhere, could you just point me in that direction?

I have no idea what is necessary to "compile" any of this, or what compiling even means, to be honest. I'm sure it's something I probably should have learned at some point in college but didn't as I did not take any computer science coursework :(

Forgive my ignorance, and help me out a little pleeeeease.

Many thanks,

DS
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Re: Boshaw's various client mods

Postby Tonkyhonk » Mon Jan 02, 2012 6:44 am

1John5vs7,
i know exactly what you mean ;) being a computer illiterate here is pretty tough :P
ill copy-paste a convo i had with boshaw when i installed it, below. (inside code box)
if you want to use the latest ender though, you may have to take another step to update it yourself.
(for that, refer to the op, i think i saw an explanation there regarding updating file yourself.)

also, regarding tile color changes it is explained just above on this page at viewtopic.php?f=27&t=21981&start=90#p296768 (which i didnt understand at all before i got tutored.)

Code: Select all
12:20 Vladimir_Putin > down the Full package -> Misc -> updated haven.jar for whatever full port you picked
12:20 Vladimir_Putin > do ender's of course
12:20 Tonky > that 2nd link?
12:21 Vladimir_Putin > 2nd link -> updated jar
12:21 Vladimir_Putin > 3rd link  -> misc
12:21 Vladimir_Putin > and then pick either full ender 32bit or 64bit
12:21 Vladimir_Putin > depending if you're 32bit or 64bt
12:21 Vladimir_Putin > then extract the full ->  then extract misc into Full folder -> updated jar into full folder
12:22 Tonky > oh wait, extras?
12:22 Vladimir_Putin > yeah
12:22 Vladimir_Putin > extras/misc
12:22 Vladimir_Putin > heh named its misc.rar but put it as Extras
12:22 Vladimir_Putin > sorry
12:22 Tonky > so, ill need download both the 2nd link and 3rd link?
12:22 Vladimir_Putin > yes
12:22 Tonky > kk
12:22 Vladimir_Putin > and then one of then one of the full packages
12:23 Vladimir_Putin > ender 32 or 64

12:33 Tonky > okie, i got, 3 folders, haven, HnH Ender port, and misc
12:34 Vladimir_Putin > what's in the haven on?
12:34 Vladimir_Putin > one*
12:34 Tonky > 7 folders and 4 class files
12:34 Vladimir_Putin > oh, don't extract the haven.jar, just leave it as haven.jar
12:34 Vladimir_Putin > copy-paste everything in misc and put it into HnH Ender port folder
12:35 Vladimir_Putin > and copy-paste haven.jar and put into HnH Ender port
12:35 Vladimir_Putin > overwrite when asked
12:35 Tonky > misc folder has misc folder in it
12:35 Vladimir_Putin > go into that inner folder then
12:35 Vladimir_Putin > there should be some .conf stuff in it
12:35 Tonky > its like the russian doll :P
12:36 Tonky > open folder to find another folder forever
12:36 Vladimir_Putin > :d
12:36 Tonky > fep conf, pa, tilec.conf?
12:36 Vladimir_Putin > yes
12:36 Tonky > and res folder
12:36 Vladimir_Putin > copy those to your HnH Ender port folder
12:36 Tonky > copy all these?
12:36 Vladimir_Putin > yes
12:37 Tonky > ok, overwrote a few
12:37 Vladimir_Putin > k now copy haven.jar into HnH Ender port

12:38 Tonky > haven jar?
12:38 Vladimir_Putin > yes
12:38 Tonky > you mean, this folder named haven?
12:38 Vladimir_Putin > no
12:38 Vladimir_Putin > there should be a file called haven.jar
12:38 Vladimir_Putin > which you extracted into haven
12:38 Vladimir_Putin > you don't need to extract it, keep it as .jar
12:39 Tonky > i had haven.zip
12:39 Tonky > is this the one?
12:39 Vladimir_Putin > mmm weird
12:39 Tonky > zip archive
12:39 Vladimir_Putin > rename it to haven.jar
12:39 Tonky > unextracted one, right?
12:39 Vladimir_Putin > and copy paste it into HnH Ender port
12:39 Vladimir_Putin > yes
12:39 Vladimir_Putin > unextract one
12:39 Tonky > ok, i renamed haven.zip into haven.jar
12:40 Vladimir_Putin > and copy paste it into HnH Ender port
12:40 Tonky > overwriting?
12:40 Vladimir_Putin > yes

12:40 Vladimir_Putin > go into HnH Ender Port folder
12:40 Vladimir_Putin > and run run.bat
12:40 Vladimir_Putin > just to make sure it works
12:40 Tonky > does this haven.jar have 903 kb in size?
12:41 Vladimir_Putin > yes
12:42 Tonky > ah yes, its working fine
12:42 Tonky > i lost short cupboards though :P
12:42 Vladimir_Putin > um, copy-paste over your old haven-res.jar and res/ folder from your other Ender install
12:42 Vladimir_Putin > into the HnH Ender port to get those back
12:43 Tonky > aye, thanks

the links i used for Ender version are
★ENDER client port: [latest: 12/8/2011]
★Extras: REQUIRED [latest: 12/8/2011]
★ender port[x32] (or you would need x64 depending on your pc)

also, do not forget that you need JRE 7 to let this work, refer to "Java Errors" in op.(with a link to download it)

p.s.
i hope you didnt mind me posting that, boshaw. sorry if i had ruined your chance to get paid! :ugeek:
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Re: Boshaw's various client mods

Postby 1John5vs7 » Tue Jan 03, 2012 1:27 am

Tonkyhonk wrote:p.s.
i hope you didnt mind me posting that, boshaw. sorry if i had ruined your chance to get paid! :ugeek:


Thanks for your help. I'm happy to contribute a little here and there any time if I can get the client working and Boshaw would benefit.

I'll try this when I get home. The problem I'm currently having is whereas on one of my computers I can get Enders running no problem at all, on the other comp, I get an error every time saying that the path I specified for the javaw file is not a valid path, even though it is and it's exactly where my javaw is.

I've tried both the 32 bit and 64 bit, but still no luck. I'll get it figured out and post in the other topic on that if I can't.

Thanks for your kindness,

DS
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Re: Boshaw's various client mods

Postby valakas46 » Fri Jun 22, 2012 12:43 pm

HI
This is a mod request.

My idea was a Quality Map.

I'm not sure this is even possible and yes I do know that time/other people will make the number in accurate, how I still think it could be very useful.

The Idea is that ever spot retains a memory of the last quality of what ever item is taken from that spot, or in the case of more then one it retains both.
Basically you would be able to turn it on with like ctrl+q or something and then each grid position would have a quality if you have harvested it before.

Could be very helpful for tracking node gradients, or trying to find nodes because you would know where you have searched before, or ever for tree farming because taking off a branch could update that tiles tree quality stat.

Thanks for anytime you send on this, also if its not possible I would appreciate a pm about why its not just so I don't send a weekend trying to hack together something code wise/ understand a new code base.

Val
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Re: Boshaw's various client mods

Postby borka » Sun Jul 01, 2012 12:54 am

ha funny idea Val :lol:

quality memory = database - where Grid Coords, date, quality has to be stored...

now you'd just have to find a way how to read the data from game, store in database, read and write back to game when needed and display it...

have fun with learning database programming stuff ...

I'd stay with good old pen and paper ;)

thanx for letting me you use your straw mansion res!
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Re: Boshaw's various client mods

Postby socrates556 » Thu Aug 22, 2013 3:46 pm

Emm hello lol.... Im wondering how to get these mods for Enders Client W7...
I tried to go to the Links but idk what to do after that ;|
Yes, im a noob at modding and stuff...
Thanks lol :D
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